If you run ten segment-specific campaigns with the same prize, you currently configure that prize ten separate times. Each one goes in through the campaign's own modal, and nothing connects them — so a change to the prize image means ten edits, and a typo in one of them stays hidden until a winner sees it.
Global Prize Management gives you a reusable prize catalogue instead. Custom prizes you define yourself, and prizes that use a Promotion's code as their source, both live in one library that any campaign can pull from. For custom prizes, you set everything up once and each campaign only decides how many to give away and how likely they are to be won. For prizes using a Promotion's code, that code (and image, if the promotion has one) live in the catalogue too — but you'll still give the prize its player-facing name, quantity, and winning probability each time you add it to a campaign.
This guide will walk you through how to build your global prize catalogue, from connecting a Promotion as a prize's code source in Minigames (formerly Adact) to adding a global prize to a live campaign.
How to Set Up and Use Global Prizes
Sync your Promotions
Start by connecting your existing Promotions as code sources, so you're not retyping codes that already exist. Syncing brings in a promotion's code (and image, if it has one) as a reusable source — you'll still build the prize around it, giving it a player-facing name each time you add it to a campaign.
- Open the Global Prizes view from the top navigation bar.
- Click Sync Promotions to connect your Promotions as code sources in the catalogue.
- Optionally, add Key: Value metadata pairs to any synced promotion. This is useful if you use custom webhooks and want that metadata included in the payload.
Add a global prize to a campaign
With the catalogue populated, adding a prize to a campaign becomes a selection rather than a build.
- In your campaign, open the Add Prize flow.
- Select Use Global Prize instead of building the prize from scratch.
- Select an existing prize from the library.
- Set this campaign's prize name (if the prize uses a Promotion's code), quantity, and winning probability.
- Save. The prize is attached to the campaign, still linked to the catalogue entry.
What's Global and What's Per-Campaign
The split is deliberate: anything about the prize itself is set once, and anything about how a particular campaign hands it out is set per campaign. That is what lets one prize serve ten campaigns without any of them interfering with each other. The split works differently depending on whether the prize uses a Promotion's code or is a custom prize, since a Promotion's code is a reusable source, not the prize itself.
Prize Using a Promotion's Code
| Set once, globally | Set per campaign |
|---|---|
| Prize code (+ image, if the promotion has one) | Prize name (player-facing), quantity to distribute, winning probability |
Custom Prize
| Set once, globally | Set per campaign |
|---|---|
| Name, image, code | Quantity to distribute, winning probability |
A promotion's name in Promotions is set for internal, marketer-facing reference only — it is never shown to players. When you attach a prize using a Promotion's code to a campaign, you always provide the prize name players will see.
Codes and Stock
Two things worth knowing before you plan a campaign around a global prize.
- Generic codes only. Global prizes support a single shared code for all winners. If your prize needs a different code for every winner, configure it in the campaign directly — see How to Add and Configure Prizes.
- Stock isn't checked in real time. Minigames has no visibility into how many unused codes remain in Promotions, so it can't warn you when your quantity exceeds what's actually left. The warning you do see is a general explainer that Minigames' quantity limit and Promotions' code stock are independent systems that both apply — not a live check against your real stock. You're responsible for keeping the two in sync yourself, either by tracking remaining codes in Promotions directly or building in enough buffer.